#version 330 core

out vec4 FragColor;
in vec3 WorldPos;
uniform samplerCube environmentMap;
void main()
{
    vec3 envColor = texture(environmentMap, WorldPos).rgb;
    // HDR tonemap and gamma correct
    envColor = envColor / (envColor + vec3(1.0));
    envColor = pow(envColor, vec3(1.0/2.2));
    FragColor = vec4(envColor, 1.0);
}
